The enemy artificial intelligence character is not approaching

The problem is that when the enemy character is chasing me, I would like him to get close to me almost face-to-face while running, but it feels like something is hindering him. However, if I stand still, he can come up to me closely without any issues. I tried adjusting the running speed of both my character and the enemy character. It didn’t help. I increased his speed to 600, lowered my speed to 450. The result is the same. What am I doing wrong? Sorry if I mixed up the topics; this is my first time asking a question here.
CharacterSpeedMovement
EnemySpeedMovement


me asking a question here.

Hello @AiiiiiiiiiiiiiS ,

did lowering the acceptance radius even lower work? or have you tried to set the Stop On Overlap parameter to false before?

if those didn’t work, would you mind record your problem in a video so we can easily see it. Also probably check your navmesh (Is there anything that block the AI to reach you or the navmesh is fine).

1 Like

Hello! I’m sorry I couldn’t upload the video right away, even though I intended to. Both options didn’t work for me. I also tried increasing the speed to unreasonable values, like 6000. It overcomes this “invisible barrier” and gets up close, then stops again, but I’m not satisfied with such values. This is the Third-Person Starter Project; I haven’t made any other changes to it except what I showed in the screenshot. I copied the character blueprint and added pursuit logic. I am a complete novice in UE

Hello @AiiiiiiiiiiiiiS ,
I have seen your video above, and that make it clearer, thanks. From what I seen in the video, there is no problem, and as far as I know that is already the closest the AI can get (Maybe more complex implementation can handle it but I don’t know how) and I can explain to you why the AI can only become that close.
image

They can’t get even closer because their collision is colliding (which the collision for the default character is the capsule component). You can clearly see that by just showing the player collision in the viewmode OR you can untick the capsule component hidden in game value for debug purpose. I think shrinking the capsule component will make them closer (also adjust the Acceptance Radius) but if it’s too small there will be a problem like the mesh got into each other body or collision related issue.

Thanks for checking. That was my initial thought too, but the video I watched where the guy does the same thing keeps bothering me. If you’re interested, you can take a look. There’s a timestamp in the video.

Oh so your problem is not about the character being too close, but about the character movement feel jaggy (like not full chase) when chasing you?

Yes, exactly. I apologize if I’m not writing very clearly; English is not my native language either.

The issue is resolved. I didn’t figure out the cause; I assume that as a beginner, I might have made a mistake somewhere, but it seems like I did everything exactly the same. I deleted the blueprint character and recreated it, which fixed the problem. Thanks to my conversation partner for trying to help, and to everyone who read the question. Good luck, folks.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.